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Wow, no DD yet? Dead gam- oh right.
Daed mod????
 
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Its not a dead mod xD they wont abandon a mod they have so much work put into, a lot of unreleased content.
But I asked earlier and I got a reply, so there you go.
It was a joke
 
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DD21: Bharatvarsha, Spearmen and Anatolia
Dev Diary 21: Bharatvarsha, Spearmen and Anatolia
Salvete! Today we’ll be talking about Bharatvarsha, some more Anatolian heritages and a preview of the Unit Rework as voted on last time.
--Bharatvarsha--
Dementive here with more Indian content and missions. Bharatavarsha in Imperator represents a unified Indian state. It's name comes from the legendary King Bharata who, in the epic poem the Mahabharata, “subjugated the world with his unparalleled might”. This was the only time India was said to be united until modern times.

Many things have been changed to make uniting India a fun experience. To start off Bharatavarsha now has a new map color and flag:
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Bharatavarsha now has a mission tree which is inspired by and similar to the Hellenistic empire missions.
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The first few tasks will have you own and build a metropolis for each of the 3 major Indian culture groups: Aryan, Dravidian, and Pracyan. Once your rule over India has been solidified and you have gained enough power you will be able to change to a new unique government type. Political reform comes at a cost though and this task will plunge your nation into a deadly civil war.
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There are many other tasks in the tree after establishing the new government. Some of these include: Patronizing the trade of exotic goods, gaining the blood of Bharata bloodline, building great wonders all over India, and gathering the many treasures of India (more on this in a bit).

Conquest Options:
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As Alexander once did, Bharatavarsha will emulate his conquests of the known world. Conquer the regions that Alexander the Great once brought under his rule and as you do so each region you conquer you will be presented with an option. Establish Indian Client states or Indian Colonies. Indian Client states give/have the following unique bonuses:
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2d495EX_X8Wu6HzI8XjswuKhH8AcEqC0ZGR7-UnCmrT8KjOZNWcMtVnnWs_ZC44B1lbfw0HLoLoSNRgWFrj_J4XxtASdROpQwCwR9LF1fcM2uio7FYIkqzNnmYVXpy6SFF0dvUSi=s0


Indian Colonies will be able to pick a specialization for each one established. They can specialize in either military, trade, religion or civic development. Each type of colony will fire different events that can be either good or bad.

Treasures:
Many Hindu and Buddhist treasures have been added all over India. There are currently 21 new treasures with more in the works. Two decisions have been made that are similar to the vanilla decision “Anthologia Philosophike” which has the player collect many different treasures from all over the Greek world. One of the decisions is only available to Hindu nations and will have them collect many great hindu works. The other decision is only available for Buddhists and works in a similar fashion.

Monsoons:
Monsoons have historically been very impactful for Indian civilizations. To represent this importance in game a system has been made to simulate the effects and unpredictable nature of monsoon season in India. Each year from June to September monsoon season will come in India and apply regional modifiers. These modifiers are applied to 5 different regions: Northwest India, Northeast India, Central India, South India, and the Himalayas. These modifiers can be one of 5 things: good, really good, bad, really bad, or catastrophic. Good modifiers will give bonuses to food production and population output. While bad modifiers will decrease food production, population output, and supply limit.


More Anatolian Heritages:
Eleran here with Diego I de Persia - Because we could not, due to length, show all the Anatolian heritages promised in the Scythia DD, here are some more just to show you that when we said all, we meant ALL.
(An important and sad note, however: 4 of the nations PDX created in the southern mess of Anatolia have no outstanding information beyond the acknowledgement of their existence, or not even that. Because we try our best to be historically accurate or, at most, historically plausible with the content we add to the game, we did not want to completely make up a narrative for these city-state nations (Lalasia, Oroandia, Ambladia, and Tymandia). Yet, there’s always the chance we missed something during our research process. If you have information/sources about these places, please let us know and we will look into it and may incorporate it into more unique heritages.
Anyway - some more heritages + a few secret notes regarding changes we’re considering with each nation:

Heritage of the Blind (tag: Calchedon)
Heritage:
Shrine Build Cost: -15.00%
Commerce Income: +10.00%
Diplo Slot: -1.00

Description:
A Megaran colony founded in 685BCE, the its founders must have been cursed by the gods to be so blind as to not found their colony on the far superior other side of the Bosporus Straight (where Byzantion was built). Both Greeks (Athenians) and Persian Megabuzus said as much of them. Yet the city experienced a wealth of trade and built many temples to the gods. Blind luck.

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Astakan Heritage
Heritage:
Found City Cost: -20.00%
Civic Tech Investment +7.50%
Army Morale -5.00

Description:
A Megaran colony established in the 8th century BCE, also supposedly founded by the legendary Astakos, son of Poseidon and the nymph Olbia, this city’s greatest legacy would be in its destruction by the Bithynian king Zipoetes I in 301 BCE and the founding of a new city in its place: Nicomedia, future Eastern Roman capital under Diocletian, named after Nicomedes I, Zipoetes’ son.

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Heritage of the Kyzikenus (tag: Kyzikos)
Heritage:
National Citizen Happiness: +6.00%
Tax Income: +15.00%
National Freemen Output: -5.00%

Description:
Known best for its kyzikenus (coin), the city’s gold stater worth 28 drachma, Kyzikos was a prospering colony city following the conclusion of the Peloponnesian War and the decline of both Miletus and Athens. This city is also where the philosopher Eudoxus of Knidos established his school in the 4th century BCE.

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Heritage of Kos
Heritage:
National Tech Investment: +5.00%
Slaves for Surplus: - 2.00
National Pop Capacity: -5.00%

Description:
Founded by the mythological autochthonous king Merops, Kos existed throughout ancient history as a place of wealth, learning, and luxury production. Freed from Persia’s grip following the Greco-Persian Wars (later only shortly ruled by the Carian satrapy for a while), the island remained largely independent around the great Aegean leagues, Alexander’s Empire, and the raging Diadochi, gaining a form of oligarchic self rule even while under the ‘ownership’ of the Ptolemies, who used it as a place for educating their dynasty. Kos also maintained a recognition for fine wine, a bevy of silk clothes, and the island’s famous Asclepion.

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Heritage of Commagene
Heritage:
Integrated Culture Group Happiness: +6.00%
Unintegrated Culture Happiness: +3.00%
Diplo Slot: -1.00

Description:
The region of Commagene, while its pre-Hellenistic age history is blurry, appears to have a long and continuous footnote in history stretching all the way back to its time as a Syro-Hittite kingdom referred to in the 15th century BCE as “Kummaha,” near identical with the later Archaic city of “Kummuh,” thought to be the same site/city as Hellenistic Samosata, where the Attic poet Lucian supposedly came from. Existing possibly as a satrap of the Armenian Kingdom before being a province under the Seleucids, the area boasts a multicultural demographic, being a melting pot for Hellenic and Iranian cultures, best seen in the royal sanctuary on Mount Nemrut.

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Heritage of the Aramean Priest-Kings (tag: Bambyce)
Heritage:
National Commerce: +10.00%
National Conversion Speed: +1.00
Governor Wages: +5.00%

Description:
Home to the famous temple for its patron deity: Atargatis, Bambyce’s history traces back to its annexation by the Assyrian Empire in the 9th century BCE. Coinage suggests that it was ruled by Aramean priest-kings near the end of Achaemenid domination and transitioned to Seleucid monarchical governance following the collapse of Alexander’s Empire. The city prospered under the yoke of Macedonian/Seleucid rule, becoming ‘the place’ to stop at between Antioch and Selucia on the Tigris, eventually becoming the richest city in Roman Syria.

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Olban Heritage
Heritage:
Mercenary Maintenance Cost: -20.00%
Ship Capture Chance: +10.00%
Threshold for Civil War: -2.50%

Description:
The only independent Cilician Kingdom, Olbe was supposedly founded by Ajax, son of Teucer. It became a pirate’s haven after the ruling dynastic priests of Cilicia Tracheia fell to chaotic, short-lived tyrants and fell further into disarray after those. These Cilician pirates would later reappear in notable records during the Servile Wars, offering Spartacus a chance to cross from mainland Italy into Sicily before taking his money and leaving him and his army stranded.

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Larandan Heritage
Heritage:
Combat Efficiency in Hills: +10.00%
Army Discipline: +5.00%
National Population Growth: -0.03%

Description:
The greatest marauders from eastern Anatolia, the Lycaonians of Laranda lost much of their glory following the invasions of the Makedonian empire and the following infighting between the diadochi rulers - notably, Perdiccas destroyed the settlement in 322 BCE, after which habitation gradually resumed.

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Isaurian Heritage
Heritage:
Hostile Attrition: +3.00
Combat Efficiency in Mountains: +10.00%
National Build Cost: +5.00%

Description:
Marauders and Raiders from the hills on the Arasus, these people were staunchly independent, surviving a siege by Perdiccas in 432 AVC by burning down their own capital of Isaura. The fierce mountain people would survive the Lydian, Achaemenid and Argead empires, earning the outside acknowledgement for being the fiercest raiders in Southwest Anatolia.

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Kotennian Heritage
Heritage:
**Note: Change main culture to Pamphylian**
National Commerce: +10.00%
Oratory Provincial Investment Cost: -15.00%
Ship Build Cost: +10.00%

Description:
Kotennia was the last holdout of the Pamphylians cities against outside rule, and maintained a long and proud history including an Aboriginal/Greek cultural mix stemming from the Bronze Age. But as the Antigonid Kingdom still occupies their old homeland, they have not been able to do much. The Pamphylians are a maritime culture, a fact which they hold in contention with the Antigonid fleet frequently patrolling their traditional coastline.

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Homonadian Heritage
Heritage:
Enslavement Efficiency: +8.00%
National Tribesman Output: +15.00%
National Citizen Happiness: -5.00%

Description:
Worst of the Pisidians, the Homonadiae were barbarous marauders, attacking anyone who so dared encroach on their lands. Their raiders seized many slaves from neighboring cities in the region, selling them to the Isaurians and Olbeans to bolster their markets.

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Selgian Heritage
**Note: should be the most populated city in pisidia**
Heritage:
National Population Growth: +0.05%
National Commerce Income: +10.00%
Diplo Slots: -1.0

Description:
Recorded by different sources as having been founded by colonists from Laconia, Selge became the most powerful and populous city of Pisidia, in which Alexander the Great himself passed through on his way to Cilicia. The region around the city was exceptionally fertile and their trade would blossom all the way through the time of Hadrian.

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Pednelissian Heritage
Heritage:
Diplomatic Relations: +2.00
Combat Efficiency in Hills: +10.00%
Opinion of Overlord: +30.00

Description:
A smaller city near the border between the regions of Pisidia and Pamphylia, Pednelissia was always hard-pressed to compete with larger neighbors such as the populous Selge. In order to combat its immediate threats, it had a history of submitting to and calling on larger allies such as the diadochi.

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Sagalassan Heritage
Heritage:
Integrated Culture Group Happiness: +6.00%
Road Building Cost: -30.00%
Fort Maintenance Cost: +10.00%

Description:
The oldest city in Pisidia, Sagalassos has maintained a key historical and geographical role since the time of the Hittites as a major center of the Arzawa. While they were the first city of Pisidia, they are no longer the most important one. In recent centuries Selge had overtaken them in power and population to the point where they were forced to submit under the yoke of the Antigonids.

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Heritage of the Lycians
Heritage:
Ship Recruitment Speed: +15.00%
Character Wages: -10.00%
Unintegrated Culture Group Happiness: -3.00%

Description:
A very old people, in ancient times known as the Lukka, the Lycians have almost always been united since the invasion of Cyrus the Great, having become an Achaemenid client kingdom. They joined the Delian League after Plataea, holding onto their independence for 40 years, after which they became clients again. Lycia managed to survive Alexander's invasion without a significant effect on the people, yet their league found itself submitting as an Antigonid vassal following the breakout of the diadochi wars.

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Heritage of the Solymians
Heritage:
Monthly Ruler Popularity: +0.03
Fort Garrison Size: +10.00%
National Population Capacity: -5.00%

Description:
With its fame stretching back as far as the Iliad, it was recently one of the few cities Alexander was unable to conquer during his war against the Persians. Termessos was a fortress city in a key pass to Pamphylia, both heavily fortified and easy to manage. Supposedly founded by the legendary Solymi people of Lycia, the city’s people have taken the same name for themselves, carrying on the legendary legacy.

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Arykandian Heritage
Heritage:
National Build Cost: -15.00%
Cybele Religion Population Happiness: +6.00%
Army Discipline: -8.00%

Description:
Arykandia, as one of the oldest Lycian cities. While it avoided joining any leagues, it boasted a cosmopolitan demographic and a degree of tolerance with many temples dedicated to various deities within the Hellenic, Zoroastrian, and native Anatolian faiths.

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Oinoandian Heritage
Heritage:
Diplo Slots: +1.00
Diplomatic Relations: +3.00
Loyalty of Subjects: -20.00

Description:
A colony of Termessos in Milyas, Oenoanda would later unite with Kibyratia and create the Kibyran Tetrapolis, which would last for a hundred years, joining with the Lycian league in 669 AVC.

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Kibyran Heritage
Heritage:
Found City Cost: -15.00%
Found Metropolis Cost: -20.00%
Threshold for Civil War: -5.00%

Description:
The most powerful city in Milyas, Kibyratia into a sprawling zone of political control, at one time extending from the Rhodian Peraea all the way to Pisidia. The city would later absorb its close neighbors and establish the Kybiran Tetrapolis, becoming a threat even to the Lycian League.

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Heritage of Arados
Heritage:
National Commerce Income: +15.00%
All Ship Damage Done: +20.00%
National Build Cost: +10.00%

Description:
Hegemon of northern Phoenicia, Arados, Phoenician “Arwad,” was a fortified trade island off the coast of provincial Syria which had been noted for its importance both in trade and in naval prowess since the time of the old Egyptian pharaohs. Founded sometime in the early 2nd millennium, Arados was also attested as one of the first republics in the Levant.

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Heritage of Sidon
Heritage:
Found City Cost: -15.00%
National Citizen Output: +12.00%
Fort Defense: -10.00%

Description:
Possibly the oldest of all the Phoenician cities, Sidon found itself caught up in the history of countless empires ranging from the ancient Egyptian pharaohs to Alexander the Great. As it sailed these dangerous political waters, it continued to produce countless luxury goods for sale to the whole Mediterranean and even sent its own people on a mission to found Tyre - its both its greatest achievement and also its greatest competition in the years to come.

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Heritage of Andros
Heritage:
Fort Defense: +15.00%
Found City Cost: -15.00%
Fort Maintenance Cost: +10.00%

Description:
A key naval connector between the Cycladic archipelago and the Helladic mainland, Andros’ history stretches back to the Bronze Age with the site of Palaeopolis. This ancient capital exhibited one of the earliest examples of fortifications in all of Greece. The Archaic/Classical Era replacement atop this old settlement, the city of Andros, became a wealthy and sprawling place, powerful enough to rebuke Athenian domination and to send out its own colonists to the region of Kalkidiki.

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Heritage of the Nesiotic League
Heritage:
Hellenic Religion Population Happiness: +6.00%
National Commerce: +15.00%
Character Wages: +10.00%

Description:
The brainchild of Antigonus I, the Nesiotic League was a strange and short-lived organization of islands forced to work together by dominating Makedonian powers - the diadochi. The league was most notably held under control by the Antigonids before being taken by the Ptolemies, and later disbanding and reforming under the jurisdiction of Rhodes. While it served a diadochi master, the League held annual ritual festival games, the Antigoneia (later the Soteria Ptolemaia) at the holy island of Delos in honor of their overlord.

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Heritage of Aeetes (tag: Colchis)
Heritage:
Monthly Ruler Popularity: +0.3%
National Tax Income: +15.00%
Diplomatic Reputation: -3.00

Description:
This land was known first as the realm of king Aeetes, home of the witch Medea, and the resting place of the Golden Fleece, home to riches and countless wealth as well which Jason and his argonauts all saw on their voyage to the Colchian shores. But some truth lies in this, as Colchis was a rapidly developing caucasian culture, mastering metal casting by the late Bronze Age and developing into the recognizable kingdom by the 13th century BCE. However, Assyrian and Persian invasion and intervention led to the kingdom’s decline, the recession of its borders and, at times, a total collapse of the governmental structures. By the time of the diadochi, Colchis had thrown off foreign rule and was again maintained by its native dynasty.

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Heritage of Phasis
Heritage:
Capital Import Route: +2.00
Import Value: +20.00%
Primary Culture Happiness: -6.00%

Description:
A Milesian colony founded in the Archaic period at the mouth of the river of the same name, Phasis was nestled inside the crook of the Colchian kingdom, bordered on all sides by the native ‘barbarians.’ However, the city seems to have got on peacefully enough with its neighbors and acted as a valuable trading port, or emporion, at the end of the loose trade network from India to the Pontos Euxinos.

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Legian Heritage
Heritage:
Army Discipline: +8.00%
Army Reinforcement Speed: +15.00%
Diplo Slots: -2.00

Description:
Little is known about the ancient Lezgi-speaking tribes from around the Caucasus mountains except that they were beset by enemy attacks at all times on all fronts, living in a most favorable and geographically important location for the purposes of trade and military affairs. And so, they developed a livelihood surrounded by war, fueled by it, born to it.

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Heniochian Heritage
Heritage:
Supply Limit: +10.00%
Army Movement Speed: +10.00%
Threshold for Civil War: -2.50%

Description:
The people of this tribe and country are at least as old as the 8th century BCE, with references to them coming from tablets found in the kingdom of Urartu. Little more is recorded about them, then that they are “ready enough to kill and eat men” - Aristotle.

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Zygian Heritage
Heritage:
Enslavement Efficiency: +15.00%
Ship Capture Chance: +15.00.00%
Ship Damage Taken: +5.00%

Description:
The Zygii tribe are recorded as having been ruthless pirates and brigands, nomadic shepherds afterwards. Their ships, it is said, were best adapted for this practice.

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Caucasian Albanian Heritage
Heritage:
Unintegrated Culture Happiness: +6.00%
Monthly Political Influence: +0.20
Fort Maintenance: +15.00%

Description:
The Caucasian tribes, including the Caspian peoples, have largely been at odds with the rest of the world, isolated by their largely mountainous homeland. The kingdom of Albania in the Caucasus has no attested foundation date, but based on historical references is considered to have been a border community between the Iranian communities of the Median/Achaemenid Empire and the nomads living beyond in the steppe. The tribe of the Caspians and others within the kingdom of Albania were considered part of a satrapy of the Achaemenids and were involved in the Persian Empire’s politics until it became an independent polity in the Hellensitic Age.

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--Unit Preview--
Greetings people, Parcipal here with a bit more content, regarding Units alongside a preview and more!
The currently ongoing vote is decently close (but still ongoing!). As I couldn’t idle all the time, I decided to take matters into my own hands and present you an early preview of chari… uhh I mean our “brand new” unit, the “Spearmen”.
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A stunning icon, maintaining the “Vanilla”-esque feeling, while being visually distinctive from both Heavy Infantry and Light Infantry as well.
Now, you may see them labeled as “Hoplitai”, but worry not, most cultures will receive a name overhaul (which is currently part of my own mod already, I just never got around integrating the names.)

According to our Poll (and Lambert's video) the world is split into Chariotophiles and Chariotophobes, which means that we may either satisfy one part of the community, while neglecting another part. I’ll investigate potential possibilities of keeping Chariots intact, while also introducing spearmen. No real promises though, Unit modding is somewhat finicky.

But let’s get onto a very preliminary balance discussion.
Obviously, having a split unit will require another balance pass on every unit ( to summarize, Units need an efficiency against another unit and vice versa, aswell).
But to give you a basic rundown, I’ve tried to set up the Spearmen Efficiency vs other Units.

Spearmen vs Light Infantry: -10%
Spearmen vs Heavy Infantry: -25%
Spearmen vs Spearmen: +/- 0%
Spearmen vs Archers: -25%
Spearmen vs Light Cavalry: +40%
Spearmen vs Heavy Cavalry: +40%
Spearmen vs Horse Archers: +10%*
Spearmen vs Warelephants: -10%
Spearmen vs Camels: +40%

*Horse Archers vs Spearmen, however, might have increased efficiency, I envisioned it as “What if the Horse Archers touch the Spearmen” in this matchup.

These values should heavily favour Spearmen against any type of Cavalry, while making them suffer against most other types of Infantry/Ranged Units. Again, this little setup is missing the other end of the matchup (Unit X’s efficiency vs Spearmen).
Onto the next changed values: Heavy Infantry.

Heavy Infantry vs Light Infantry: +20%
Heavy Infantry vs Heavy Infantry: +/- 0%
Heavy Infantry vs Spearmen: +25%
Heavy Infantry vs Archers: +15%*
Heavy Infantry vs Light Cavalry: -20%
Heavy Infantry vs Heavy Cavalry: -25%
Heavy Infantry vs Horse Archers: -30%
Heavy Infantry vs Warelephants: -20%
Heavy Infantry vs Camels: -20%

Same with the Horse Archer matchup above, “what if Heavy Infantry collides with enemy Archers?”.

Anyways, that’s enough teasing from my Side, back into the testing labs I go!
I’ll hope to have an actual testable version ready within the coming week so I can present you with some battles and more stuff, ready to be shown off.
 
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Finally. I had no idea why Archers were a counter to Heavy Infantry, it made no sense at all.
Keep in mind, this is purely the efficiency of Heavy Infantry vs Archers, not vice versa.
It may hint at some more drastic matchup changes, which I am tinkering around with, compared to the Stat changes you have seen in the previous Dev-diary. in Any case, this is, as was written, a preliminary matchup proposal, so it should be taken with a grain of salt!

Back to bashing unit-numbers against one-another!
 
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Finally. I had no idea why Archers were a counter to Heavy Infantry, it made no sense at all.


5271500-5456831935-GP-30.gif
See this is why the new "spearmen" unit confuses me. Not to be rude, but what does this unit represent? I could be misunderstanding, but by naming them "hoplites" you sort of imply that this new unit is designed to split heavy infantry into heavy swordsmen and heavy spearmen. If that is the case, then the efficiencies for spearmen make no sense. Contrary to what the devs at Rome Total War would like to convince everyone, a phalanx is strong (nearly impenetrable) against all infantry (and chariots). They're only really weak against cavalry and elephants (because they can't easily maneuver). The Roman maniple is essentially a modification of the phalanx that was specifically designed to counter the Samnite cavalry.

My instinct is that I am wrong, and this unit is not actually designed to represent a heavy Greek phalanx but instead more of a light Persian infantryman. But just curious.

EDIT: To clarify obviously a cavalry charge head on into a stationary phalanx is suicidal, and this is really what RTW is modelling. But in IR, you would account for the maneuverability in the efficiency stat. So I would think hoplites would be weak to cavalry since any cavalry commander worth his salt would try to flank a phalanx not charge it head on.
 
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This is not
See this is why the new "spearmen" unit confuses me. Not to be rude, but what does this unit represent? I could be misunderstanding, but by naming them "hoplites" you sort of imply that this new unit is designed to split heavy infantry into heavy swordsmen and heavy spearmen. If that is the case, then the efficiencies for spearmen make no sense. Contrary to what the devs at Rome Total War would like to convince everyone, a phalanx is strong (nearly impenetrable) against all infantry (and chariots). They're only really weak against cavalry and elephants (because they can't easily maneuver). The Roman maniple is essentially a modification of the phalanx that was specifically designed to counter the Samnite cavalry.

My instinct is that I am wrong, and this unit is not actually designed to represent a heavy Greek phalanx but instead more of a light Persian infantryman. But just curious.
This is just the cultural name for the unit, not the overall name. I managed to implement cultural different names for most culture groups (so HI/Archers/... are all culturally distinctive, atleast in name.
 
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This is not

This is just the cultural name for the unit, not the overall name. I managed to implement cultural different names for most culture groups (so HI/Archers/... are all culturally distinctive, atleast in name.
No I understand that hoplite is a Greek cultural name, but what does a spearmen represent in general? It sounds like you are saying a spearman is for example a hoplite, and if that is the case then the efficiencies are weird. From these two posts though it sounds more like “hoplite” was just a poor choice of cultural name? So I guess I’m just confused. What would be a good cultural name? Or ignoring cultural names, what is a spearman? If it’s a light unit, then isn’t a light spearman the same as light infantry? Most light infantry would have carried spears after all. If it’s a heavy spearman, then I think it’s a great idea, but the efficiencies are wrong.

I suspect that this is more a gameplay decision - we should have a unit to counter cavalry. I’m just not sure that this unit actually existed. Historically cavalry counter cavalry. It’s not a rock-paper-scissors battle. More like an air-land battle.

EDIT: I think you guys are doing great stuff here. I did some scripting for the old EHI mod back in IR’s infancy, so I get how it can be annoying for someone to pick apart volunteer work. Not trying to be a pain, just curious
 
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See this is why the new "spearmen" unit confuses me. Not to be rude, but what does this unit represent? I could be misunderstanding, but by naming them "hoplites" you sort of imply that this new unit is designed to split heavy infantry into heavy swordsmen and heavy spearmen. If that is the case, then the efficiencies for spearmen make no sense. Contrary to what the devs at Rome Total War would like to convince everyone, a phalanx is strong (nearly impenetrable) against all infantry (and chariots). They're only really weak against cavalry and elephants (because they can't easily maneuver). The Roman maniple is essentially a modification of the phalanx that was specifically designed to counter the Samnite cavalry.

My instinct is that I am wrong, and this unit is not actually designed to represent a heavy Greek phalanx but instead more of a light Persian infantryman. But just curious.

EDIT: To clarify obviously a cavalry charge head on into a stationary phalanx is suicidal, and this is really what RTW is modelling. But in IR, you would account for the maneuverability in the efficiency stat. So I would think hoplites would be weak to cavalry since any cavalry commander worth his salt would try to flank a phalanx not charge it head on.
I second this. Seems that they’re being placed into what would be a ‘medium infantry’ slot. The issue I see is that with the cultural differences between spearman some should be heavy and some should be lighter, at least based off of how they’re going to be named (Hellenic vs eastern) but will have the same function statistically. Maybe having unique heavy units, or unique units in general, for different cultures would make more sense but I doubt that is possible.

A general medium infantry unit might be the better move as having hoplites and eastern spearman serve the same purpose is a bit confusing unless they’re able to vary statistically. Which I think would be awesome. Curious what everyone else thinks.
 
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Sorry if this has already been answered but is there an end goal in mind or will the mod keep updating as long as people have new ideas?
 
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The issue I see is that with the cultural differences between spearman some should be heavy and some should be lighter
Agreed, there could probablly be more units to add if they want to get everything. How heavily armored is a camel/chariot unit for example? Should they be split?

Something i was kinda uncertain on in the past but now like is the idea of cultural units, either baseline by culture or by military traditions give different cultures some unique units. Not sure how moddable something like that would be as that would be a huge undertaking but it's something i can hope for if the devs ever return.
 
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Agreed, there could probablly be more units to add if they want to get everything. How heavily armored is a camel/chariot unit for example? Should they be split?
The issue I see is that with the cultural differences between spearman some should be heavy and some should be lighter
Archers and Light Infantry also could be split, Archers, Slingers, Javelineers/Skirmishers, Light Infantry. And where would you put Dacian falx/rhomphaia users? Not Light, not heavy, not spearman. Unfortunatelly no matter what is done with the units, the core of the warfare in Imperator, battles, will hold back modders effort.

If we had at least two lines and some sort of collateral dmg which would allow units to hit backline (with flanking and more maneuverable units dealing even more damage to backline), we could avoid disaster combat from EUIV. Give us an option to choose placement for each type of units (six possible placements) and set a morale/casualities threshold for each formation at which they should retreat and with such mechanics we basically could have a simple, but in a way fleshed out model of classical encounters.

But it won't happen. Thanks Ebba.

EDIT. Forgot to mention Gastraphetes and Carroballistas another units that were common enough to be represented.
 
DD22: Libyan Map Extension + Release date 1.1
Dev Diary 22: Libyan map extension + Update release date
Salvete!
Today we’ll mostly be talking about a map extension Shocky27 made and the various new tribes that have been added to the North-African area, if you’re just here for the update’s release date announcement, that’ll be at the bottom of this DD.

Hello all, shocky27 again with several more map additions! This time we are adding an entire region to the map which received no love in vanilla: Libya. Libya was a land of many peoples during this time period, as described historically by authors such as Herodotus, Pliny, Ptolemy and more; but also from archaeology. This map will blend together historical sources and archaeological data to best recreate ancient Libya and southern Tunisia with gameplay in mind. With that being said, many more tribes could potentially be added (or subdivided, like the Makae), and they may be added at a later date, but for gameplay purposes new tags have been somewhat limited. The sources here mostly defer to Herotodus, Pseudo-Scylax (he wrote a periplus in 350 BC and is the closest in time) and Pliny. Archaeology by David J. Mattingly is used extensively. Here is a comparison before and after picture:
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Now let’s begin talking about each area and tribe starting from east to west.

Nasamones:

The Nasamones were one of the most powerful tribal confederations in Libya, and held territory from the coast of the Greater Syrtis (where Cyrenes territory ends in the southwest) through the inland desert oases, particularly Aguila. Augila itself was an important secondary oracular center for the god Ammon, perhaps only second in importance to Ammonium itself, which lies just to the east (controlled by Egypt). This tribal confederation were quite the followers of the god Ammon and helped facilitate it’s spread throughout the Libyan Desert, hence the name Nasamones. Historically they were a problem for Cyrenaican and Carthaginian sailors at sea, and a menace along Cyrene’s southern border. However, for gameplay purposes, territories between Nasamones and Cyrene begin uncolonized to prevent automatic war at game start. A new passable, uncolonizeable terrain has been added to connect Aguila to Jaghbub/Ammonium to the east, and Jaghbub/Ammonium to the modern Tobruk area, to reflect the great ties the Ammonium area had to places further west.

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Machyles:

Not to be confused with the Maklhues of Herodotus, this was a minor tribe listed by Pliny as being inland from the Nasamones, virtually nothing else is known about them. Their tribal name suggests they belong to the Macaean cultural group, and this tribe serves as a buffer between other greater powers in the region (Nasamones to the east, Garamantes to the south and Makae to the north). In game, they will be given an option to become a tribal vassal to another power, or go it alone… this would be a very difficult playthrough.
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Makae:

The Makae are described as a numerous people, but it seems they were never a united tribal confederation. Pliny and others list several subtribes, which the Makae could be divided into. For gameplay purposes, the Makae are united as one entity (minus Machyles), located mostly inland from Tripolitania. Historically the Makae tribes kicked the Greeks out of Cinyps (on the coast near Lepcis/Lapki) with the help of the Carthaginians, served as mercenaries in the armies of Hannibal, and became mostly assimilated into Liby-phoenecian culture, and later, were Romanized. The Makae cover several areas in game as described by ancient authors: The Cinyps River, Wadi Zamzam, Wadi Soffegin, all the way to Waddan oasis as suggested by archaeology.

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Psylli:

The enigmatic Psylli tribe were possibly a relic population of pre-Afro-Asiatic (Egyptian, Berber, Cushitic, etc.) language expansion into this area of Africa, as attested by their unusual place names and tribal name, which appears to not be related to Afro-Asiatic or any known language family. They were described as renowned snake charmers by ancient sources, and appear to have been wiped out by the Nasamones during the time of Herodotus. However, later Roman sources describe the Psylli as living along the central coast of the Greater Syrtis as a minor tribe. In fact, the word Syrtis and the modern city of Sirte in this region owe their names to the Psylli tribe (notice the similarity between the words “Syrtis” and “Psylli”). They appear in-game as a tribal vassal to the Nasamones at start. (Pinkish colored nation with its capital at Euphranta on the map below).
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Garamantes:

The exclusion of the famed Garamantes from vanilla I:R was what drove me to create this map to begin with. Not only are they cited throughout all the historical sources, archaeology in the past 20 years has proven they were an advanced and innovative civilization in their own right. Entire books can be written about the Garamantes, so I’ll try to keep it short.

They were oasis farmers in the deep interior of modern Libya along several “wadis” (dried river beds which may seasonally flow). Underneath these wadis the Garamantes dug “foggaras”, a type of underground irrigation system, using mass slave labor. This allowed them to produce all manner of grains, dates, vegetables, as well as support their livestock and horses. They were famed warriors, traders of exotic goods from the Mediterranean to Mali and Chad, produced phenomenal rock art, and more. Their most famous exploits involve their dealings with Rome: they were conquered by Cornelius Balbus in 19BC, but the Romans were unable to make Fezzan a new province due to persistent guerilla insurgency. Rome decided in the 1st century A.D. that they’d install a client king, and from that point both parties prospered. The Garamantes king would famously host a Roman expedition all the way to Lake Chad.

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Phazanii:

One of the other great nations Balbus conquered appears to have been the Phazanii, west of the Makae, with their capital at the city of Cydamus (modern Ghadames, see the similarity?) The Phazanii occupied a number of oasis groups running along the modern border of Tunisia and Libya. While more minor tribes could have been added north of the Phazanii, for gameplay at this time, the Phazanii, Makae and Gindanes have split the lands of others. A passable area to the south of Cydamus connects their lands to the Garamantes.


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Gindanes (Lotus-Eaters):

The Gindanes are a tribe listed by ancient sources such as Herodotus as laying inland from the coast of the Minor Syrtis. They inhabited the land which stuck out toward the modern day island of Djerba (Tipaza in game). After centuries of Punic peoples slowly colonizing the coast, the Ginandes appear to have been fully integrated into Liby-phoenician culture by Roman times as they are not listed by later sources. Modern scholars such as Mattingly and others speculate that the Gindanes were possibly a tribe/subtribe of the “Lotophagoi” or “Lotus-eaters”, described as inhabiting this stretch of coastline. The Gindanes begin in game as a tribal vassal of Carthage.

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Gyzantes:

The Gyzantes are listed by both Herotodus and Pseudo-Scylax as inhabiting the shores of Lake Tritonis, the modern Chott el Djerib in Tunisia. Pseudo-Scylax lists only the Gyzantes around the year 350BC, while the older Herodotus listed a number of other tribes; here we will defer to Psuedo-Scylax. Later sources list a number of other tribes (Nybgenii, Eropaei, etc.) of Gaetulian background, and their affiliation with the earlier Gyzantes is unclear. At this time, the Lake Tritonis was slowly drying out and the River Triton would sometimes be cut from the Mediterranean. This bountiful land produced great quantities of honey, had African elephants, monkeys and more; a stark contrast to the deserts and oases of today. The Romans would make their presence known here after their conquest of Africa - a number of Romans sites have been identified in this region by modern archaeology. The Gyzantes start in game with control of the entirety of the shore around Lake Tritonis.

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As you can see, the terrain doesn’t quite reflect how different the landscape was back then - we plan to add the lakes and proper terrain soon. Missions, events and more are being planned for the new nations, which aims to simulate some of their historic interactions with Carthage and Rome. I hope this Dev Diary helps others to appreciate the great cultures and numerous peoples of Libya that unfortunately were left out of vanilla despite historical sources and modern archaeology. Here is a final cultural map shot of the region.
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But now, finally, the release date for this big update will be the 10th of November (2021 ofcourse). A full changelog will be made public on the 8th in the last DD.
Also the Deadline for the story contest is closing ending on the 5th of November: https://forms.gle/6S4iXJ8SjPyXmBjV7 Doesn’t matter whether your story is long, if it’s interesting and played in Imperator, feel free to send it.
 
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Playing as one of those landlocked desert countries with Invictus food mechanics is going to be amazing, painful and challenging, but amazing.

Too bad we have to wait an entire month for that. :/
 
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Playing as one of those landlocked desert countries with Invictus food mechanics is going to be amazing, painful and challenging, but amazing.

Too bad we have to wait an entire month for that. :/
You don't need to wait that long if you apply for Tester in the Discord.
But yeah the desert countries certainly aren't the easiest.
 
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